If They’re Just Clones, We’re Already Lost

Clones aren’t the whole squad in Zero Company—but if they’re forgettable, the game will be too.

We don’t know the full lineup yet, but Star Wars: Zero Company won’t be a squad of clones and nothing else. We’ve already seen a Tognath. A Mandalorian. An Umbaran sniper. The devs have teased a wider pool of squad archetypes likely pulled from across the galaxy. That kind of variety keeps the tactical side interesting.

But it also puts pressure on the clones.

If Bit Reactor treats them like background assets—same voice, same template, just swap the weapon—they’ll disappear into the mix. You’ll remember the Umbaran’s dry sarcasm or the Mandalorian’s grudge. The clone? Just the one who died in Mission 5.

That’s not how this should go.

The Clone Wars gave us Rex, Fives, Hardcase, Jesse. They shared a face, but nothing else. Rex was measured, loyal. Fives was stubborn to a fault. Hardcase was reckless but endearing. Jesse’s arc made his death hit like a punch. None of that worked because of loadouts, it worked because they were written like people, not assets. The Bad Batch went even further, exaggerating those traits to the point of dysfunction: Wrecker’s brute force and soft heart, Tech’s detachment, Crosshair’s cold loyalty.

That’s the standard now. Players expect clones to be individuals.

Zero Company needs to follow that lead. The clones shouldn’t be different because one’s got a rocket launcher and the other hacks terminals. They need different ways of thinking. One clone might second-guess the mission. Another might worship the regs. Another might secretly wonder what happens when the Republic stops needing them.

Let them argue. Let them screw up. Let them protect each other. Let them carry old grudges. Because when one of them falls, we shouldn’t shrug and reshuffle. We should sit with it. We should hear the silence in the squad comms after it happens.

Not ‘the heavy’. Not ‘the support class’. Let it be Wrench. Or Krayt. Or whoever you brought with you since the first mission. The clone you trusted to watch your flank. The clone you thought would make it to the end.

Zero Company isn’t just about clones. That’s clear. But if Bit Reactor includes them, they have to do it properly. We’ve seen what happens when you don’t care who dies. We’ve also seen what happens when you do.

There’s only one direction worth going.